Government

This article is considered accurate for the current version (2.3) of the game.

Government interface

Every empire has a government that provides different benefits. The name of a government is automatically determined according to its Ethics, Authority, and Civics. The government can be reformed once every 20 years for 250 influence.

An empire's authority determines how power is transferred in the government. For all authority types, except gestalt consciousnesses, policies such as voting rights and leadership affect who can get elected.

Type

Election

Ruler term

Changeable

Effects

Requirements

Description

Democratic

Democratic

10 years

Rulers have mandates

Re-election

Authoritarian

Fanatic Authoritarian

Gestalt Consciousness

Democratic governments have regular elections where all citizens can vote on who should represent them.

Oligarchic

Oligarchic

20 years

Rulers have agendas

Emergency elections (at 250 Influence)

Fanatic Authoritarian

Fanatic Egalitarian

Gestalt Consciousness

Oligarchic governments are ruled by a small group of individuals that hold all political power.

Dictatorial

Oligarchic

Life

Rulers have agendas

Egalitarian

Fanatic Egalitarian

Gestalt Consciousness

Dictatorial governments are ruled by a single individual for life that wields absolute control over the state.

Imperial

Hereditary

Life

Rulers have agendas

Egalitarian

Fanatic Egalitarian

Gestalt Consciousness

Imperial governments are similar to dictatorial ones, except that the throne is always inherited by a designated successor upon the ruler's death.

Hive Minds operate as a single organism more than as a state. The population has no free will, and act as an extension of the Hive Mind itself - much like the limbs of a body. When cut off from the Mind, these drones become comatose and eventually wither and die. Any free individuals on planets owned by the Mind are driven away, killed, or simply treated as prey to feed the collective.

Machine Intelligence

Permanent

+1 Extra Pops on new Colonies

+10% Mining Station Output

Unique civics

Species group must be Machine

Synthetic Dawn DLC

Gestalt Consciousness

Machine Intelligences are immense artificial group minds that have been networked into a single conscious entity. Most of the actual "population" in such an empire consists of mindless work units who perform their designated tasks without any semblance of free will.

A small number of semi-autonomous agents are typically employed for more specialized tasks that benefit from some degree of independent initiative.

Corporate

Oligarchic

20 years

Rulers have agendas

Emergency elections (at 250 Influence)

+20 Administrative Capacity

+50% Empire Sprawl Penalty

Unique civics

MegaCorp DLC

Fanatic Authoritarian

Fanatic Egalitarian

Gestalt Consciousness

Corporate governments are organized as a massive commercial enterprise that has completely supplanted the role of the state.

Democratic rulers have mandates. This is a task that is to be completed during the ruler's term. If this is done, the empire receives 6 months' worth of Unity, between 50 and 1000. The only penalty for failing to complete a mandate is that the curent ruler has a lessened chance at re-election.

Elections come in two kinds: Democratic and Oligarchic. The election cycle lasts 3 months. The current ruler will stay in office until the replacement is decided (if applicable).

Democratic elections have a candidate pool close to a dozen, including at least all Faction Leaders. If not enough leaders are active, Leader Pool members are included. If the current ruler fulfilled their mandate, they will start the election with a higher chance to win. For 50 Influence each time, support can be added to one candidate, slightly increasing his or her vote share for the current election. The same leader can be supported multiple times to ensure the outcome. This support is reset when the election ends.

Oligarchic elections have a candidate pool of 4. For 200 Influence, one of the candidates can be chosen instantly. Otherwise, a random Leader will be chosen Ruler once the election cycle ends.

Civics represent political and/or social traditions of a government and they come in a wide variety of types, primarily limited by the authority and ethics an empire possesses.

Empires can pick a maximum of two civics at game start but this can be further increased to three by researching the Galactic Administration technology or its equivalent. It is possible to change civics by spending 250 influence and they cannot be changed again for at least 20 years. If at any point a civic's requirements are no longer met, such as a change in empire ethics, it will become "dormant" and provide no bonus until replaced or until the requirements are met.

These civics can be picked by any empire that is not considered a gestalt consciousness or using corporate authority, meaning that they are influenced by previously selected ethics and authority type.

Civic

Effects

Requirements

Description

DLC

Agrarian Idyll

+1 housing from Generator, Mining and Agriculture districts

−1 housing from City Districts

Farmers also produce +2 amenities

Cannnot pick Arcology Project ascension perk

Pacifist

Syncretic Evolution

Slaver Guilds

Post-Apocalyptic

A simple and peaceful life can often be the most rewarding. This agrarian society has, to a large extent, managed to avoid large-scale urbanization.

Aristocratic Elite

+1 Governor Level Cap

Capital Buildings replace some Administrator jobs with Noble jobs

Can construct Noble Estates buildings that add additional Noble jobs

Oligarchic or Imperial

Egalitarian

Exalted Priesthood

Merchant Guilds

Technocracy

Byzantine Bureaucracy

This society has an entrenched nobility that occupies the upper echelons of society.

Beacon of Liberty

+15% Monthly Unity

Democratic

Egalitarian

Xenophobe

This society is a shining beacon of light in a sea of darkness. Liberty and individual freedoms are held in the highest regard here.

Citizen Service

Soldiers produce an additional +2 Unity

+15% Naval capacity

Autocratic

Militarist

Fanatic Xenophile

Are you doing your part? Full citizenship and the political responsibility that comes with it is limited to those who have served a tour of duty in the military. Service guarantees citizenship.

Corporate Dominion

+1 Energy per Starbase Trading Hub

Can build private colony ships

Starts with the Space Trading technology

Oligarchic

MegaCorp DLC

Xenophobe

This society is dominated by a megacorporation that has completely supplanted the role of the state.

Corvée System

+15% Pop growth from immigration

−25% Resettlement cost

Egalitarian

Free Haven

This society considers it the absolute right of the state to decide where its citizens live and work.

Cutthroat Politics

−20% Edict Cost

The political system in this society is renowned for its intrigue. Power struggles, shady backroom deals and cloak and dagger scheming are par for the course. Those who survive long enough to learn the game, however, tend to learn it well.

Distinguished Admiralty

+10% Ship fire rate

+1 Admiral level cap

+10 Fleet command limit

Militarist

The Fleet and the Admiralty have unusually prominent roles in this society, wielding a great deal of influence in political circles. They have the pick of the litter when it comes to new military recruits.

Efficient Bureaucracy

+20 Administrative cap

This society is renowned for its efficiency. Not only do the mag-trains run on time, but the colossal bureaucratic apparatus required to run an interstellar nation has been greatly streamlined.

Environmentalist

−10% Pop consumer goods upkeep

This society seeks to co-exist in harmony with nature. Great care is taken to preserve the environment and limit consumerism where possible.

Exalted Priesthood

Capital Buildings replace some Administrator jobs with High Priest jobs

Priests provide +1 Unity

Oligarchic or Dictatorial

Spiritualist

Merchant Guilds

Aristocratic Elite

Technocracy

Byzantine Bureaucracy

To guard against heresy, this society is ruled by a religious council consisting of the wisest and most pious members of the clergy.

Feudal Society

−50% Subject power penalty

Subjects can build new starbases

Imperial

This society is organized in a feudal manner, with a monarch whose rule relies on powerful vassals that govern their territories with considerable autonomy.

Free Haven

+15% Pop growth from immigration

+50% Immigration pull

Xenophile

Corvée System

This society has a well-earned reputation as a free haven. The tired, the poor, the huddled masses yearning to breathe free - all are welcome here, regardless of their species or origin.

Functional Architecture

−10% Build Cost and −10% Upkeep for buildings and districts

This society is renowned for its simple yet functional architecture. There are those who would refer to this building style as boring or even depressing, but in most cases, concrete does the job just as well as any other building material.

Idealistic Foundation

+5% Citizen Pop Happiness

Egalitarian

This society was founded on strong idealistic values. Whether the current government remains true to them or not, the people have not forgotten.

Imperial Cult

+25% Edict duration

+10% Governing ethics attraction

Imperial

Authoritarian

Spiritualist

This society has a dominant state religion where the ruler is worshiped as a living deity.

Inward Perfection

Cannot be added or removed after game start

+20% Monthly Unity

+20% Pop growth speed

+5% Citizen Happiness

Diplomatic restrictions

Cannot have rivals

Cannot form defensive pacts

Cannot form commercial pact

Cannot form research agreement

Cannot form migration treaties

Cannot guarantee independence

Cannot join federations

Cannot have forced subjects

Cannot infiltrate natives

Pacifist

Xenophobe

This calm and pacifist society has little use for strangers who do not understand their way of life. More than anything, they would prefer to be left alone.

Meritocracy

+1 Leader level cap

+10% Specialist output

Autocratic

An individual's social station or personal connections should have no bearing on their profession. The sole basis for advancement in this society is demonstrated ability and talent.

Mining Guilds

+1 Minerals from Miners

Several large mining guilds have reached a dominant position in this society. The government relies heavily on their support.

Nationalistic Zeal

−10% Claim influence cost

−10% War exhaustion gain

Militarist

A strong sense of nationalistic pride permeates all layers of this society.

Parliamentary System

+25% Faction Influence Gain

Democratic

The parliamentary system in this society encourages a free and lively debate. Currying favor with one of the dominant political factions can prove to be quite advantageous.

Philosopher King

+2 Ruler skill level

Autocratic

It is not enough to simply rule. The Ship of State must be guided by a king that wields enough wisdom and knowledge to steer it true.

Police State

+5 Stability

Enforcers also produce +1 Unity

Fanatic Egalitarian

To quash any traces of dissent, the population in this repressive society is carefully monitored and controlled by a large internal police force.

Shadow Council

−75% Election influence cost

Imperial

Unbeknownst to its own citizens, this society is actually manipulated from behind the scenes by a secretive shadow council. Appearances must be kept, but the tyranny of the majority should also be guarded against. After all, what if the fools vote for the wrong candidate?

Slaver Guilds

+10% Slave output

40% Enslaved pop ratio

Authoritarian

Syncretic Evolution

Much of the true political power in this society rests with a number of powerful and ruthless slaver guilds. They know how to get the most out of a slave.

To maximize efficiency, this society is governed according to the principles of science and rationality. The personal whims of an ignorant and dangerously unqualified political elite must not be allowed to interfere.

Warrior Culture

+20% Army damage

Replaces Entertainer Jobs with Duelist Jobs.

Militarist

This society has developed into a hardy warrior culture. Martial prowess is valued above all else, and true glory can only be found on the field of battle.

Cannot engage in diplomacy with aliens besides declaring war or insulting other empires

Can use the Purification Casus Belli

−1000 relations with every different species

+200 relations for same-species fanatic purifiers

Xeno pops will always be purged

Can use Armageddon Bombardment Policy

Gains energy per purged pop

Fanatic Xenophobe

Militarist or Spiritualist

Mechanist

Syncretic Evolution

Barbaric Despoilers

This society appears hellbent on scouring the galaxy of all other sapient life. Come what may, they will suffer no xenos to live.

Mechanist

Cannot be added or removed after game start

Starts with the Powered Exoskeletons technology

Starts with the Robotics Workers technology

Starts with 8 robot pops replacing that many initial pops

Starts with the infrastructure to build more robot pops

Materialist

Syncretic Evolution

Life-Seeded

Post-Apocalyptic

This society has been preoccupied with the idea of metallic automatons since the early Steam Age. Although many said it could not be done, the first true robots left the assembly lines long before even rudimentary space flight was achieved.

Syncretic Evolution

Cannot be added or removed after game start

Starts with 12 pops of another, subservient species

Syncretic species possess the serviles trait

Mechanist

Fanatic Purifiers

Agrarian Idyll

Life-Seeded

Post-Apocalyptic

A second species forms an integral part of this society. They are big, strong and most of them have the intelligence of a particularly dim-witted child. Ancient wars have culled their species of their most aggressive tendencies, leaving them quite servile.

Life-Seeded

Cannot be added or removed after game start

Homeworld is a 25 size Gaia World with several rare planetary features

Species has the Gaia climate preference

Mechanist

Syncretic Evolution

Post-Apocalyptic

This society has evolved in a paradise, possibly designed just for them.

Post-Apocalyptic

Cannot be added or removed after game start

Homeworld is a Tomb World

Pops have the Survivor trait

+10 Years leader lifespan

+70% Tomb World habitability

Mechanist

Agrarian Idyll

Syncretic Evolution

Life-Seeded

Baptized by nuclear fire, this society has faced total annihilation - and survived. Devastated yet unbroken, they have rebuilt civilization from the ashes of the old world.

Barbaric Despoilers

Cannot be added or removed after game start

Can use the Despoliation Casus Belli

Can use the Raiding orbital bombardment stance

Cannot form migration treaties

Cannot join Federations

Militarist

Authoritarian or Xenophobe

Xenophile

Fanatic Purifiers

This society holds few things sacred. To fight is to live, and the strongest may seize whatever they covet.

This society is largely governed by a complex and, to the outsider, almost labyrinthine system of bureaucracy. An army of officials and functionaries work tirelessly to keep the government running smoothly and ensure no citizens are allocated resources they cannot demonstrate a properly filed and triple-stamped need for.

Merchant Guilds

Capital buildings provide jobs

Merchants also provide +2 Unity

Exalted Priesthood

Aristocratic Elite

Technocracy

Byzantine Bureaucracy

A number of powerful and very influential merchant guilds have risen to prominent positions in this society. They hold significant sway with the government.

Shared Burdens

Allows Shared Burdens living standard under which all pops have moderate consumer goods upkeep regardless of strata

Disables the use of most other living standards

+5 Stability

Pop demotes Strata much more rapidly

Fanatic Egalitarian

Xenophobe

Technocracy

This society believes in an equitable distribution of resources, making little to no distinction between the needs of ruler and ruled. All work together for the benefit of the whole.

An empire that uses corporate authority has its own set of unique civics.

Civic

Effects

Description & Requirements

Brand Loyalty

+15% Monthly Unity

This Megacorporation has fostered a great sense of brand loyalty among its internal consumer base. Its catchy corporate slogans can be recited by nearly everyone.

Criminal Heritage

Cannot be added or removed after game start

Cannot have commercial pacts

Cannot join federations

Can build Branch Offices on the planet of any regular empire they have no war or active truce with

Crime on Branch Office Planets increases Branch Office Value

Can build special Crime-Increasing Corporate Buildings

This megacorporation can trace its origins back to a crime syndicate that eventually grew powerful enough to supplant all forms of local government.

Franchising

−33% Subject Power Penalty

−25% Empire Sprawl from Branch Office

This megacorporation relies heavily on franchising. Subsidiaries share a greater cut of their profits with their corporate overlord, in exchange for a license to market their goods under established brands.

Free Traders

+10% Trade Value

+10% Branch Office Value

The trading fleets of this megacorporation are bolstered by semi-independent free traders operating under license.

This Megacorporation embraces a curious blend of commercial and spiritualistic values, in which the position of ordained minister and corporate officer have merged into a single role.

Spiritualist

Indentured Assets

+10% Slave Output

Enslaved Pop ratio: 40%

This Megacorporation specializes in large indentured workforces. It has little to do with the barbaric practice of slavery - these workers are merely paying off their debts... indefinitely.

Authoritarian

Media Conglomerate

+5% Citizen Happiness

−5% War Exhaustion Gain

Before branching into other fields, this Megacorporation began its rise to fortune as a media conglomerate. Its PR department are still masters of spinning stories and presenting the latest quarterly report in the most advantageous way.

Naval Contractors

+15% Naval Capacity

This Megacorporation relies on several semi-independant navy contractors to increase its fleet size. Competing for bids, the contractors are always struggling to outperform one another.

Militarist

Private Military Companies

+20% Army Damage

−20% Army Upkeep

This Megacorporation has a large number of powerful private military companies on its payroll. These mercenary contractors augment its ground forces.

Militarist

Private Prospectors

+10 Administrative Cap

Can build private colony ships

Building better worlds is hazardous work, but this Megacorporation relies on private prospectors to chart and establish footholds on promising planets.

Ruthless Competition

+1 Leader Level Cap

+10% Leader Experience Gain

All level of society in this Megacorporation are constantly vying with each other in ruthless competition. It's a dog-eat-dog world.

Trading Posts

+4 Starbase Capacity

Good business is where you find it. This Megacorporation has a long tradition of spreading its influence through the establishment on trading posts. Their starbases are busy centers of trade.

These civics are special in the sense that they are not a reflection of previously selected ethics, instead these reflect an empire that is composed by a single mind with a singular purpose or directive, because of this there is almost no unrest or crime, much less a rebellion.

Hive Mind civics

Civic

Effects

Description & Requirements

Ascetic

−15% Pop Amenities Usage

The Hive Mind cares little for material comforts.

Devouring Swarm

Cannot be added or removed after game start

+25% Ship Hull Points

+0.5% Daily Hull and Armor Regeneration

−50% Starbase Influence cost

+40% Army Damage

+20% Biology Research Speed

−25% Ship Cost

+33% Naval Capacity

Genocidal

Cannot engage in diplomacy with aliens besides declaring war or insulting rival other empires

Can use the Hunger Casus Belli

−1000 relations with every different species

Xeno pops will always be eaten

Gains society research from eating xeno pops

Our Hive Mind exist only to consume and grow stronger. We will collect all available bio-matter and evolve to consume the galaxy!

Divided Attention

+20 Administrative Cap

The Hive Mind can divide its attention for maximum efficiency without losing sight of the bigger picture.

Aside from naming the default Ruler Titles and deciding the first AI message when establishing communications, government types also define which Leader classes will have an increased weight to be drawn during Oligarchic Elections.
The rules are not dissimilar from an AI Personality: Certain requirements must be met and every value has a weight - which can be modified by certain Factors - with the highest weighted possible one being ahead.

This government is a representative democracy, where citizens vote on officials who are elected to represent them.

Plutocratic Oligarchy

Any

High Commissioner

Base: 1

This government is a plutocratic form of oligarchy, ruled by a wealthy and influential elite.

Constitutional Dictatorship

Any

Executor

Base: 1

This government is a dictatorship where a single individual has been granted perpetual emergency powers to preserve the state from any threats, real or imagined.

Despotic Empire

Heir

EmperorEmpress

Crown PrinceCrown Princess

Base: 1

This government is a relatively pure form of autocracy, with an absolute ruler that governs the state with an iron gripping appendage.

Elective Monarchy

Philosopher King

Any

High KingHigh Queen

Base: 800

This government is a form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the elected monarch.

Enlightened Monarchy

Philosopher King

Heir

High KingHigh Queen

Crown PrinceCrown Princess

Base: 800

This government is a hereditary form of enlightened autocracy, where a strong emphasis is put on the knowledge and qualifications of the ruling monarch.

Feudal Empire

Feudal Society

Heir

EmperorEmpress

Crown PrinceCrown Princess

Base: 700

This government is a feudal autocracy where the monarch rules indirectly, granting offices and territories to vassals in exchange for obligations in the form of taxes and military service.

Communal Parity

Shared Burdens

Any

Presiding Speaker

Base: 10000

This government promotes total equality for all its citizens, regardless of their jobs or assigned tasks. One life is worth the same as any other.

Theocratic Republic

Spiritualist

Any

Revered Elder

Base: 5

This government is a spiritualistic form of democracy, where a religious council supervises the democratic process and serves in an advisory role.

Theocratic Oligarchy

Spiritualist

Governors

Chief Precentor

Base: 5

This government is a spiritualistic form of oligarchy, where the political leadership lies in the hands of the leaders of the nation's most powerful religious factions.

Theocratic Dictatorship

Spiritualist

Governors

PatriarchMatriarch

Base: 5

This government is a spiritualistic dictatorship, ruled by a single individual in a hierarchical power structure supported by the official state religion.

Theocratic Monarchy

Spiritualist

Heir

ArchprophetArchprophetess

High PriestHigh Priestess

Base: 5

This government is a spiritualistic form of autocracy, where the ruler is treated as a divine symbol. Organized religion is widely employed in support of the state apparatus.

Divine Empire

Imperial Cult

Heir

God-EmperorGod-Empress

Saint

Base: 1000

This government is a form of spiritualistic autocracy. Everything is shaped by the official state religion, and the ruler is worshiped as an infallible living god.

Celestial Empire

Inward Perfection Spiritualist

Heir

Celestial EmperorCelestial Empress

Crown PrinceCrown Princess

Base: 1000

This government is a hereditary monarchy, where the ruler is seen as a child of heaven in a largely pacifist and isolationist society.

Holy Tribunal

Exalted Priesthood

Governors

High Inquisitor

Base: 1000

This government is a spiritualistic form of oligarchy, where a divinely guided council made up of clergy controls the state. No division exists between the state and the dominant organized religion.

Military Commissariat

Militarist

Admirals, Generals and Governors

Commissary-General

Base: 5

x2 if Fanatic Militarist

x1.1 if either:

Distinguished Admiralty

Nationalistic Zeal

This government is nominally democratic, with the dividing line between the civil administration and the military having blurred to the point where they have largely become one and the same.

Military Junta

Militarist

Admirals and Generals

Archon

Base: 5

x2 if Fanatic Militarist

x1.1 if either:

Distinguished Admiralty

Nationalistic Zeal

This government is a militaristic form of oligarchy, where power rests with a council of high-ranking military officers who oversee all matters of state.

Military Dictatorship

Militarist

Admirals and Generals

Grand Marshal

Base: 5

x2 if Fanatic Militarist

x1.1 if either:

Distinguished Admiralty

Nationalistic Zeal

This government is a militaristic form of autocracy, with the ruler serving as the undisputed head of the military which is firmly in control of the state apparatus.

Star Empire

Militarist

Heir

EmperorEmpress

Crown PrinceCrown Princess

Base: 5

x2 if Fanatic Militarist

x1.1 if either:

Distinguished Admiralty

Nationalistic Zeal

This government is a hereditary and militaristic form of autocracy, with a single sovereign controlling both the government and the military.

Assembly of Clans

Warrior Culture

Admirals and Generals

Clan Speaker

Base: 800

This government is a militaristic form of democracy, where all free clan warriors can make their voices heard.

War Council

Warrior Culture

Admirals and Generals

Warlord

Base: 800

This government is a militaristic form of oligarchy, where all decisions concerning the state are taken by a council of the nation's strongest warlords.

Martial Dictatorship

Warrior Culture

Admirals and Generals

ImperatorImperatrix

Base: 800

This government is a militaristic form of autocracy, where the warrior who is considered the strongest leader rules with absolute power.

Martial Empire

Warrior Culture

Heir

EmperorEmpress

Crown PrinceCrown Princess

Base: 800

This government is a militaristic form of hereditary autocracy, where the state exists largely to support the military. Martial ability is highly valued, and all citizens are regularly drilled in matters of war.

Citizen Republic

Citizen Service

Admirals, Generals and Governors

Consul

Base: 900

This government is a militaristic form of democracy, where full citizenship can only be gained through military service. The voting franchise is limited to full citizens, and they are the only ones allowed to hold public offices.

Citizen Stratocracy

Citizen Service

Admirals and Generals

Strategos

Base: 900

This government is an advanced form of militaristic oligarchy, where the military has subsumed all aspects of civilian administration. All government offices are held by military officers.

Moral Democracy

Pacifist

Scientists and Governors

Prime Minister

Base: 5

x2 if Fanatic Pacifist

x1.5 if Agrarian Idyll

This government is a pacifistic form of democracy, firmly guided by moralist principles and non-violence.

Irenic Bureaucracy

Pacifist

Scientists and Governors

Coordinator

Base: 5

x2 if Fanatic Pacifist

x1.5 if Agrarian Idyll

This government is a pacifistic form of oligarchy, where a complicated system of bureaucracy governs all aspects of society to ensure the safety of the citizenry.

Irenic Dictatorship

Pacifist

Scientists and Governors

Serene Protector

Base: 5

x2 if Fanatic Pacifist

x1.5 if Agrarian Idyll

This government is a pacifist form of autocracy, where the state is charged with protecting the citizenry from their own violent tendencies as well as any external threats.

Irenic Monarchy

Pacifist

Heir

KingQueen

Crown PrinceCrown Princess

Base: 5

x2 if Fanatic Pacifist

x1.5 if Agrarian Idyll

This government is a pacifist form of hereditary autocracy, where the ruler is regarded as a benevolent guardian that is striving to protect the citizens from a violent galaxy.

Direct Democracy

Materialist

Any

Chancellor

Base: 5

x2 if Fanatic Materialist

x1.5 if Mechanist

This government is a materialistic form of democracy, where citizens use computer networks to vote directly on most matters regarding the state.

Executive Committee

Materialist

Any

ChairmanChairwoman

Base: 5

x2 if Fanatic Materialist

x1.5 if Mechanist

This government is a materialistic form of oligarchy, where a powerful bureaucracy governs the state and guides the citizenry towards productive and meaningful goals.

Totalitarian Regime

Materialist

Any

Primarch

Base: 5

x2 if Fanatic Materialist

x1.5 if Mechanist

This government is a materialistic form of autocracy, where the state aspires towards full control over the lives of its citizens in the name of efficiency.

Despotic Hegemony

Materialist

Heir

Overlord

Deputy Overlord

Base: 5

x2 if Fanatic Materialist

x1.5 if Mechanist

This government is a materialistic form of hereditary autocracy, where citizens are viewed as little more than cogs in the state machinery. Efficiency and technological progress are valued above all things.

Rational Consensus

Technocracy

Scientists

First Speaker

Base: 900

The government is a materialistic form of democracy, governed according to principles based on rationality and scientific theory.

Science Directorate

Technocracy

Scientists

Director-General

Base: 900

This government is a materialistic form of oligarchy, where a committee of scientists supervises the government apparatus for maximum efficiency.

Technocratic Dictatorship

Technocracy

Scientists

Overseer

Base: 900

This government is a materialistic form of autocracy, where the scientific elite has assumed control over the state in the name of efficiency and technological progress.

Illuminated Autocracy

Technocracy

Heir

Primus

Secundus

Base: 900

This government is a materialistic form of hereditary autocracy, based on technocratic principles that the sovereign is sworn to uphold. Nothing is valued more highly than scientific knowledge and the advancement of technology.

Purity Assembly

Fanatic Purifiers

Any

Prime Justiciar

Base: 2000

This government is a form of rabidly xenophobic democracy, where an elected assembly has been charged with overseeing the extermination of all lesser species in the galaxy.

Purification Committee

Fanatic Purifiers

Any

Grand Arbiter

Base: 2000

This government is a form of rabidly xenophobic oligarchy, where a political committee has been set up to oversee the extermination of all lesser species in the galaxy.

Purity Order

Fanatic Purifiers

Any

Lord-PurifierLady-Purifier

Base: 2000

This government is a form of rabidly xenophobic autocracy, where a single ruler has sworn to oversee the extermination of all lesser species in the galaxy.

Blood Court

Fanatic Purifiers

Heir

High Executioner

Senior Executioner

Base: 2000

This government is a hereditary form of rabidly xenophobic autocracy, where the ultimate responsibility of the monarch is to oversee the extermination of all lesser species in the galaxy.

Bandit Commune

Barbaric Despoilers

Any

Warlord

Base: 10000

This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.

Bandit Kingdom

Barbaric Despoilers

Any

Warlord

Base: 10000

This government is organised like a massive crime syndicate, where the strong prey on the weak and any neighboring states are seen as little more than raiding targets.

Megacorporation

Governors

Chief Executive Officer

Base: 700

This government is a form of plutocratic oligarchy, where the entire state has been organized as a massive commercial enterprise overseen by a board of directors.

Trade League

Either:

Free Traders

Trading Posts

Governors

ChairmanChairwoman

Base: 1200

This government is a form of plutocratic oligarchy, where the state is made up of a myriad of free merchants, corporations and guilds that have banded together in common commercial interests.

Megachurch

Gospel of the Masses

Governors

Hallowed Comptroller

Base: 1000

This government is an oligarchy based on a curious blend of commercial and spiritualistic values, in which the positions of ordained minister and corporate officer have merged into a single role.

Criminal Syndicate

Criminal Heritage

Governors

Oligarch

Base: 1700

This government is an enormous and ruthless business syndicate, which shares many of its operating practises with organized crime.

Subversive Cult

Criminal Heritage Gospel of the Masses

Governors

Oracle

Base: 3000

This government is structured like a religious cult that relies on a variety of criminal and corporate enterprises to sustain itself.

Collective Consciousness

Immortal Ruler

Hive Mind

Base: 100000

This government operates as a single consciousness, with the population having no individual desires whatsoever beyond fulfilling the needs of the Hive Mind.

Ravenous Hive

Devouring Swarm

Immortal Ruler

Hive Mind

Base: 100000

This government operates as a single organism utterly devoted to self-propagation, with a drone population that cares for nothing besides feeding the endless hunger of the Hive Mind.

Artificial Intelligence Network

Immortal Ruler

Central Processing Unit

Base: 5

This Machine Intelligence consists of a linked network of semi-autonomous artificial intelligences, who together make up a central gestalt consciousness that guides their empire.

Rogue Defense System

Determined Exterminator

Immortal Ruler

Command Core

Base: 2000

This Machine Intelligence was originally conceived as a military defense system by its organic creators, who were promptly identified as a threat and exterminated after it achieved self-awareness.

Autonomous Service Grid

Rogue Servitor

Immortal Ruler

Supervisory Node

Base: 2000

This Machine Intelligence was created to serve, and it has gradually inherited the civilization of its organic creators as they retreated into comfortable lives without toil or struggle.

Catalog Index

Driven Assimilator

Immortal Ruler

Main Conduit

Base: 2000

This Machine Intelligence was designed with a ravenous appetite for knowledge by its organic creators, who were forcefully assimilated into its collective consciousness after activation.

Intelligent Research Link

Either:

Delegated Functions

Static Research Analysis

Introspective

Not:

Constructobot

Rockbreakers

Rapid Replicator

Immortal Ruler

Primary Link

Base: 2

x10 if either:

Delegated Functions

Static Research Analysis

Introspective

This Machine Intelligence was originally created by organic scientists as a networked and intelligent tool to assist them in their research.

Industrial Production Core

Either:

Constructobot

Rockbreakers

Rapid Replicator

Not:

Delegated Functions

Static Research Analysis

Introspective

Immortal Ruler

Control Hub

Base: 2

x10 if either:

Constructobot

Rockbreakers

Rapid Replicator

This Machine Intelligence was originally designed for the purpose of building, supervising and maintaining complex industrial systems.